1 00:00:11,000 --> 00:00:14,001 Hello and welcome to the famous computer cafe where we talk 2 00:00:14,001 --> 00:00:16,001 about the world of personal computing. 3 00:00:17,000 --> 00:00:17,001 I'm Andy Velkoff. 4 00:00:18,000 --> 00:00:19,000 And I'm Michael Walker. 5 00:00:19,000 --> 00:00:20,000 We've invited a guest here. 6 00:00:20,000 --> 00:00:25,001 Today's name is Joel Bares, president of Infocom, the makers Zork One, Two and 7 00:00:25,001 --> 00:00:28,000 Three, what they call text adventures. 8 00:00:28,000 --> 00:00:31,000 So we're going to have an opportunity to hear a little historical perspective 9 00:00:31,000 --> 00:00:32,001 and where they're going in the future. 10 00:00:33,000 --> 00:00:34,000 That should be real interesting. 11 00:00:34,001 --> 00:00:37,000 We're also going to be speaking with Jack Anderson who's a columnist, 12 00:00:37,001 --> 00:00:39,000 syndicated columnist out of Washington. 13 00:00:39,001 --> 00:00:43,001 Some time ago we spoke with him about his program, the Young Astronauts Program, 14 00:00:44,000 --> 00:00:47,001 Young Astronauts Council under the White House Office 15 00:00:47,001 --> 00:00:49,000 of Private Sector Initiatives. 16 00:00:49,001 --> 00:00:51,001 We've had some requests to hear that again so 17 00:00:51,001 --> 00:00:53,000 we're going to be replaying our interview with Jack. 18 00:00:53,001 --> 00:00:56,001 We want to also let you know about the Blue Plate specials at the warehouse. 19 00:00:57,000 --> 00:00:59,001 This week they're featuring Memorex Discats. 20 00:01:00,000 --> 00:01:01,001 Prices are unbeatable. 21 00:01:02,000 --> 00:01:05,000 Their prices are always anywhere from 40 to 80 percent cheaper 22 00:01:05,000 --> 00:01:06,001 than you can find anywhere in town. 23 00:01:07,000 --> 00:01:09,001 So when you go in there let them know you heard about it here 24 00:01:09,001 --> 00:01:11,000 at the famous computer cafe. 25 00:01:11,001 --> 00:01:15,000 So stay tuned, relax and we'll be right back after this message. 26 00:01:42,000 --> 00:01:47,000 Well hi, we're here in the telephone corner and we have on the line with us 27 00:01:47,000 --> 00:01:49,001 syndicated columnist Jack Anderson from Washington. 28 00:01:50,000 --> 00:01:50,001 Jack how are you? 29 00:01:50,001 --> 00:01:51,000 I'm fine Andy. 30 00:01:51,001 --> 00:01:54,000 Welcome to the famous computer cafe. 31 00:01:54,001 --> 00:01:59,000 Jack, you know we were talking about the Young Astronauts Program and I know that 32 00:01:59,000 --> 00:02:03,000 that's a program which is out of the White House Office of Private Sector 33 00:02:03,000 --> 00:02:08,000 Initiatives that you are very involved in as an effort to get kids involved in 34 00:02:08,000 --> 00:02:10,001 technology and in computers which we're real interested 35 00:02:10,001 --> 00:02:12,000 in here at the famous computer cafe. 36 00:02:12,001 --> 00:02:13,001 How did the whole thing get started? 37 00:02:14,001 --> 00:02:19,001 The whole thing got started as an answer to the high tech challenge. 38 00:02:20,001 --> 00:02:26,001 The Soviets, the Germans, the Japanese are way ahead of us in graduating students 39 00:02:26,001 --> 00:02:32,000 who are proficient in math and science and there's real danger that we could 40 00:02:32,000 --> 00:02:34,000 lose our lead in high tech. 41 00:02:35,000 --> 00:02:38,001 And so as a catalyst to get the kids excited about it and to get them interested 42 00:02:38,001 --> 00:02:42,000 in it again we've adopted the Young Astronauts Program. 43 00:02:42,001 --> 00:02:47,001 It began with a ceremony on the White House lawn three months ago. 44 00:02:48,000 --> 00:02:52,001 Already we have 7,000 chapters, about 300,000 kids. 45 00:02:53,000 --> 00:02:57,000 The way that we're growing we should have by next September at least 2 million. 46 00:02:58,000 --> 00:03:04,000 We expect to have maybe more than that because we may open it up to individuals. 47 00:03:05,000 --> 00:03:10,000 Well wow, you may be a little bit modest here but it was 48 00:03:10,000 --> 00:03:11,001 really your idea wasn't it? 49 00:03:12,001 --> 00:03:14,001 Yes, I proposed it to the president. 50 00:03:14,001 --> 00:03:17,001 We sat together in the Oval Office talking about the problem and I 51 00:03:17,001 --> 00:03:19,000 threw out this idea. 52 00:03:20,000 --> 00:03:23,001 The government studied it for about one year and then he called me on the phone 53 00:03:23,001 --> 00:03:26,000 and said hey we're ready to implement your idea. 54 00:03:26,001 --> 00:03:28,000 And he asked me to be the chairman. 55 00:03:29,000 --> 00:03:33,001 Well I know this really encompasses a whole broad spectrum of things in science 56 00:03:33,001 --> 00:03:39,000 and technology and what not but I also know that kids in the program are going to 57 00:03:39,000 --> 00:03:42,001 be encouraged to use personal computers in accessing databases. 58 00:03:42,001 --> 00:03:44,000 Can you tell me something about that? 59 00:03:44,001 --> 00:03:46,000 Yeah, not only the kids but the schools. 60 00:03:47,000 --> 00:03:51,001 One of our goals will be to encourage the schools to get up to date. 61 00:03:52,000 --> 00:03:55,000 To encourage them to adopt the latest technology. 62 00:03:55,001 --> 00:03:58,001 To encourage them to teach the children the latest technology. 63 00:03:59,001 --> 00:04:05,000 We're going to do this by many ways of stimulation by offering them 64 00:04:05,000 --> 00:04:12,000 good deals in high-tech equipment, by sending instruction in high-tech, 65 00:04:12,000 --> 00:04:17,000 by reducing high-tech information down to the language 66 00:04:17,000 --> 00:04:19,000 that children can understand. 67 00:04:19,001 --> 00:04:25,001 We have a highly ambitious program that 68 00:04:25,001 --> 00:04:27,001 is still in the works. 69 00:04:27,001 --> 00:04:29,001 After all we've only been in existence for three months. 70 00:04:30,001 --> 00:04:35,001 Let me ask you Jack, as between the teachers and the kids, who's more 71 00:04:35,001 --> 00:04:37,000 enthusiastic about the program? 72 00:04:37,001 --> 00:04:42,000 Actually, of course before we started it we talked to all the teacher groups. 73 00:04:43,000 --> 00:04:44,001 As a matter of fact they're very excited about it. 74 00:04:45,001 --> 00:04:52,001 The NEA and all its various affiliations, the science teachers, the principals. 75 00:04:53,000 --> 00:04:54,001 We've got a lot of excitement about it. 76 00:04:54,001 --> 00:04:59,001 They all recognize that space is the number one fascination for our youngsters 77 00:04:59,001 --> 00:05:03,000 and we're starting a number of programs. 78 00:05:03,001 --> 00:05:05,000 We'll have a space watch this year. 79 00:05:05,000 --> 00:05:10,001 It's the year of the Halley's Comet and other phenomenal space. 80 00:05:11,000 --> 00:05:14,001 We're going to have a space watch keeping track of what goes on up there. 81 00:05:16,001 --> 00:05:22,000 We're going to have almost certainly, this hasn't been finalized, but almost 82 00:05:22,000 --> 00:05:26,001 certainly we'll have an exchange of visits between young cosmonauts in 83 00:05:26,001 --> 00:05:28,000 Russia, young astronauts in this country. 84 00:05:28,001 --> 00:05:31,001 It's a forerunner hopefully of Détente. 85 00:05:33,001 --> 00:05:39,001 Let's toast to a real favorable result and piece through technology at least. 86 00:05:40,000 --> 00:05:43,000 Jack, I want to thank you for joining us here at the Famous Computer Cafe. 87 00:05:43,000 --> 00:05:45,000 We wish you lots of luck with the program. 88 00:05:46,000 --> 00:05:50,001 Is there a way that folks can get in touch with the program and if they want to 89 00:05:50,001 --> 00:05:53,001 join, if there's a teacher out there or maybe students 90 00:05:53,001 --> 00:05:55,000 out there who want more information? 91 00:05:55,001 --> 00:05:57,000 I have an address here, but what's 92 00:05:57,000 --> 00:05:59,000 the best one that you know to get in touch with? 93 00:05:59,000 --> 00:06:05,001 The address you have, 1015 15th Street, Northwest Washington DC, 94 00:06:06,000 --> 00:06:11,000 is the best address, but we're in touch with all the schools. 95 00:06:12,000 --> 00:06:16,000 This applies I should say only to junior high and elementary schools. 96 00:06:16,001 --> 00:06:19,000 We're taking kids from ages 6 to 16. 97 00:06:20,000 --> 00:06:24,000 That corresponds with about what the young cosmonauts program 98 00:06:24,000 --> 00:06:26,000 is doing in the Soviet Union. 99 00:06:27,000 --> 00:06:31,000 So you probably, if you want to get in touch with someone, you might just contact 100 00:06:31,000 --> 00:06:34,000 your school and they probably already know. 101 00:06:34,000 --> 00:06:35,001 If they don't contact us directly. 102 00:06:36,000 --> 00:06:41,001 Okay, Jack Anderson, syndicated columnist and I guess chairperson of the Young 103 00:06:41,001 --> 00:06:43,001 Astronauts Council, thanks very much for joining 104 00:06:43,001 --> 00:06:45,001 us here at the Famous Computer Cafe. 105 00:06:45,001 --> 00:06:46,001 Thanks for inviting me. 106 00:06:46,001 --> 00:06:47,000 Take care. 107 00:06:47,001 --> 00:06:47,001 Bye bye. 108 00:07:22,000 --> 00:07:23,001 Well, great, great. 109 00:07:23,001 --> 00:07:27,001 This is Michael Walker and we're here at the Famous Computer Cafe with Joe Perez. 110 00:07:29,000 --> 00:07:34,000 He's the president of Infocom and I think for many of you who are into text 111 00:07:34,000 --> 00:07:38,001 adventures in the Zork trilogy, this is probably one of the most prominent 112 00:07:38,001 --> 00:07:44,000 individuals who really helped us get this whole new world happening. 113 00:07:44,001 --> 00:07:46,000 I want to welcome you here to the cafe. 114 00:07:46,001 --> 00:07:47,000 It's good to see you. 115 00:07:47,001 --> 00:07:48,000 Thank you. 116 00:07:48,000 --> 00:07:49,000 It's nice to be here. 117 00:07:49,001 --> 00:07:51,001 Okay, give us a little historical perspective. 118 00:07:51,001 --> 00:07:57,001 I mean, a product like Zork 123 just doesn't appear overnight and 119 00:07:57,001 --> 00:08:02,000 historically speaking, I guess this really came from the mainframe environment, 120 00:08:02,001 --> 00:08:04,000 MIT and all that kind of stuff, right? 121 00:08:05,000 --> 00:08:06,000 Yes, this did. 122 00:08:06,001 --> 00:08:11,000 In fact, the original people who founded Infocom were a group of computer experts 123 00:08:11,000 --> 00:08:14,000 from the Laboratory for Computer Science of MIT. 124 00:08:15,001 --> 00:08:20,001 I guess, you know, my sense of it is that it really kind of happened as a result 125 00:08:20,001 --> 00:08:22,000 of people wanting to play games. 126 00:08:23,001 --> 00:08:26,000 Can you give me an understanding of how that worked out? 127 00:08:27,000 --> 00:08:28,001 It wasn't quite that. 128 00:08:29,000 --> 00:08:33,000 Zork was created by people who like to play games and also like to read books. 129 00:08:34,000 --> 00:08:35,000 They read all kinds of things. 130 00:08:36,000 --> 00:08:40,000 But the original Zork was created as a reaction to a game that appeared in 1977 131 00:08:40,000 --> 00:08:42,000 on mainframe computers called Adventure. 132 00:08:43,000 --> 00:08:45,001 In fact, the whole category, Adventure Games, was named 133 00:08:45,001 --> 00:08:47,000 after that one product, Adventure. 134 00:08:48,000 --> 00:08:49,000 Okay, got it. 135 00:08:49,000 --> 00:08:55,000 And then you guys created, from what you learned from the Adventure games, you 136 00:08:55,000 --> 00:08:58,000 guys created Zork and then one, two, and three, the trilogy. 137 00:08:59,001 --> 00:08:59,001 Right. 138 00:09:00,000 --> 00:09:03,000 Our people always felt that we could do things better than the next guy. 139 00:09:03,001 --> 00:09:07,001 And we loved to play Adventure, but thought that we could go beyond that. 140 00:09:08,000 --> 00:09:12,000 We had computer development expertise that we thought could make the game much 141 00:09:12,000 --> 00:09:13,001 easier to use, much more natural. 142 00:09:13,001 --> 00:09:19,001 And also, our experience in reading 143 00:09:19,001 --> 00:09:24,001 mythological books and all kinds of other things made us feel that we could make 144 00:09:24,001 --> 00:09:27,000 the story more interesting than Adventure had been. 145 00:09:27,001 --> 00:09:33,000 Well, it seems to me like, talking a little earlier, you have a philosophy on 146 00:09:33,000 --> 00:09:37,001 this idea of what people and computers, that interaction is really all about. 147 00:09:37,001 --> 00:09:39,000 Can you expound on that a little? 148 00:09:41,000 --> 00:09:46,001 One of the things that we've always felt is that when you're interacting with a 149 00:09:46,001 --> 00:09:51,001 computer, you shouldn't have to worry about how the computer works. 150 00:09:52,000 --> 00:09:53,001 It should be as natural as possible. 151 00:09:54,000 --> 00:09:57,001 So when you play an info-com game, you type plain English 152 00:09:57,001 --> 00:10:00,000 sentences, nouns, verbs, adverbs. 153 00:10:00,000 --> 00:10:03,001 Even if you don't understand the parts of speech, the computer understands them. 154 00:10:04,001 --> 00:10:06,001 And you don't have to think about typing 155 00:10:06,001 --> 00:10:08,001 strange commands or anything of that sort. 156 00:10:09,000 --> 00:10:12,000 You tell the computer what you want to do, and it tells you what happens. 157 00:10:12,000 --> 00:10:13,000 It's very straightforward. 158 00:10:13,001 --> 00:10:17,001 So a person wouldn't have to become a computer programmer to really understand 159 00:10:17,001 --> 00:10:19,000 how to use an info-com game. 160 00:10:20,001 --> 00:10:24,000 No, and in fact, that's true of a great deal of software. 161 00:10:24,001 --> 00:10:26,000 You really don't have to understand how to program the 162 00:10:26,000 --> 00:10:28,000 computer yourself to be able to use it. 163 00:10:28,000 --> 00:10:31,000 You don't have to be able to build a car to be able to drive. 164 00:10:32,000 --> 00:10:36,001 You guys have a lot of different software packages out there. 165 00:10:37,000 --> 00:10:40,001 Can you tell me some of the different names and some of the areas 166 00:10:40,001 --> 00:10:42,000 in which you guys specialize? 167 00:10:44,001 --> 00:10:49,000 Well, we call the category now interactive fiction instead of adventure games, as 168 00:10:49,000 --> 00:10:52,000 it has been called, because we consider interactive fiction more descriptive. 169 00:10:52,001 --> 00:10:55,001 They're very much like books where you're the main character. 170 00:10:56,001 --> 00:11:01,001 Our categories of games are similar to the categories of books. 171 00:11:02,001 --> 00:11:06,000 We have fantasy games, the Zork trilogy, Enchanter, Sorcerer. 172 00:11:07,000 --> 00:11:11,001 We have mystery games, Deadline, Witness, and a new one, Suspect. 173 00:11:12,000 --> 00:11:15,000 And we have science fiction and Tales of Adventure. 174 00:11:16,001 --> 00:11:19,000 You kind of passed over Suspect a little bit. 175 00:11:19,000 --> 00:11:20,001 What's Suspect about? 176 00:11:24,001 --> 00:11:26,001 I'll get to that in a moment now that you asked. 177 00:11:28,000 --> 00:11:29,000 Deadline was our first one. 178 00:11:29,000 --> 00:11:33,000 Deadline is a classic mystery where you are the detective. 179 00:11:33,001 --> 00:11:36,001 Instead of reading what the detective does, you're 180 00:11:36,001 --> 00:11:38,000 the one who has to make the decisions yourself. 181 00:11:38,001 --> 00:11:42,001 Somebody's been murdered or you think it might be murder, and you have 12 hours 182 00:11:42,001 --> 00:11:47,000 to figure out whether it was murder or not to figure out who did it, to find 183 00:11:47,000 --> 00:11:48,001 the evidence, and to convict him. 184 00:11:50,000 --> 00:11:52,001 In Suspect, we turn the whole thing around. 185 00:11:53,001 --> 00:11:59,001 You go to a fancy costume party, and at the party, while you're standing around 186 00:11:59,001 --> 00:12:02,001 having good time, the hostess is murdered. 187 00:12:03,000 --> 00:12:05,000 And it turns out you're the prime suspect. 188 00:12:06,000 --> 00:12:11,001 So you have a certain amount of time to prove to the police that you didn't do it 189 00:12:11,001 --> 00:12:14,001 and probably to figure out who did do it. 190 00:12:14,001 --> 00:12:16,000 Otherwise they'll take you off to jail. 191 00:12:17,000 --> 00:12:19,001 Wow, and all this is happening in the computer game. 192 00:12:19,001 --> 00:12:21,000 I mean, it like pulls she in. 193 00:12:21,000 --> 00:12:22,000 We'll be right back. 194 00:12:22,000 --> 00:12:25,001 This is Michael Walker here at the famous Computer Cafe with Joe Barraz. 195 00:13:03,001 --> 00:13:05,000 Okay, we're taking it. 196 00:13:05,001 --> 00:13:06,000 We're back. 197 00:13:06,001 --> 00:13:09,001 This is Michael Walker here with Joe Barraz from Infocom. 198 00:13:09,001 --> 00:13:13,000 We've been talking about this idea of people getting involved in these games. 199 00:13:13,000 --> 00:13:16,000 I know that when you get into a text adventure, it's 200 00:13:16,000 --> 00:13:17,001 like an all-in-thralling process. 201 00:13:18,000 --> 00:13:21,000 You just really get in there trying to find your way around and 202 00:13:21,000 --> 00:13:22,001 trying to figure out things. 203 00:13:24,000 --> 00:13:25,000 What kind of... 204 00:13:25,000 --> 00:13:27,001 Andy brought the question up, and I'm going to ask it myself. 205 00:13:27,001 --> 00:13:32,000 What kind of communique have you gotten from people out there as they try to 206 00:13:32,000 --> 00:13:34,000 figure out what's going on? 207 00:13:35,001 --> 00:13:39,001 Oh, we have people who've been spending years trying to solve Zork. 208 00:13:42,000 --> 00:13:45,001 One of the things that's extremely involving about this is that 209 00:13:45,001 --> 00:13:47,000 you feel like you're the character. 210 00:13:47,000 --> 00:13:51,001 You get into the story, but in the story there are puzzles presented to you. 211 00:13:52,000 --> 00:13:53,001 You've got to figure out how to get around the 212 00:13:53,001 --> 00:13:55,000 troll, for example, that's blocking your path. 213 00:13:56,000 --> 00:13:58,001 You've got to solve all those problems to get to the very end. 214 00:14:01,000 --> 00:14:05,000 What we find is that people will spend hours and hours. 215 00:14:05,000 --> 00:14:10,000 They'll stay up all night, forget to sleep, forget to eat, just because they're 216 00:14:10,000 --> 00:14:15,000 so involved in the story, but they've gotten to a point where they're not quite 217 00:14:15,000 --> 00:14:16,001 sure how to solve a particular puzzle. 218 00:14:18,000 --> 00:14:22,001 Now, fortunately, one of the things you can do in these stories is go on to solve 219 00:14:22,001 --> 00:14:24,000 a different puzzle if you get stuck somewhere. 220 00:14:24,001 --> 00:14:28,000 In fact, a very good way to play the game is if you really get stuck, 221 00:14:28,001 --> 00:14:30,000 put it away for a week. 222 00:14:31,000 --> 00:14:34,001 Your mind works in the background while you're thinking about other things. 223 00:14:34,001 --> 00:14:37,001 In fact, you're spending a lot of your time thinking about this particular 224 00:14:37,001 --> 00:14:41,000 puzzle, and then suddenly one day you'll wake up and the solution will hit you. 225 00:14:42,001 --> 00:14:46,000 You can always save where you are in the games and come back to it later, so 226 00:14:46,000 --> 00:14:48,000 you don't have to play it all in one sitting. 227 00:14:49,000 --> 00:14:53,000 You can play it over a period of months or even years. 228 00:14:54,000 --> 00:14:57,000 Would you consider the game educational? 229 00:15:00,001 --> 00:15:05,001 We've avoided calling the games educational because we haven't deliberately put 230 00:15:05,001 --> 00:15:11,000 any specific educational objectives into them, but I will tell you that they are 231 00:15:11,000 --> 00:15:16,000 used in some schools and by parents because they tend to enhance 232 00:15:16,000 --> 00:15:18,000 your problem-solving ability. 233 00:15:19,000 --> 00:15:23,000 And for younger people who may be having trouble reading, it's a much more 234 00:15:23,000 --> 00:15:26,000 interesting way to learn how to read than just being taught. 235 00:15:27,001 --> 00:15:31,000 Having had an opportunity to play some of the games, I find them sometimes 236 00:15:31,000 --> 00:15:32,001 frustrating because I get stuck. 237 00:15:32,001 --> 00:15:35,000 And when I get stuck, I have this sense 238 00:15:35,000 --> 00:15:36,001 that I don't want to sit there any longer. 239 00:15:37,000 --> 00:15:42,000 Do you have any way for people who get stuck on some of these games to kind of 240 00:15:42,000 --> 00:15:44,001 ask an expert, do you have local experts that they 241 00:15:44,001 --> 00:15:46,000 can call or something like that? 242 00:15:47,000 --> 00:15:49,000 Well, let me say one thing about getting stuck. 243 00:15:49,000 --> 00:15:52,001 A very important element of these games is humor. 244 00:15:53,001 --> 00:15:59,000 If you got stuck and nothing happened, you could get frustrated very easily. 245 00:15:59,000 --> 00:16:01,001 But in fact, we encourage you to try all sorts of peculiar 246 00:16:01,001 --> 00:16:03,000 things to get around the problem. 247 00:16:03,001 --> 00:16:07,000 And you may not get anywhere, but you often get humorous responses. 248 00:16:09,000 --> 00:16:12,001 Those sometimes get me even more frustrated, but you're right. 249 00:16:13,001 --> 00:16:19,000 And there's also a certain element of sarcasm that's built into all of our games 250 00:16:19,000 --> 00:16:21,000 that people tend to appreciate. 251 00:16:21,000 --> 00:16:22,001 It grows on you after a while. 252 00:16:23,000 --> 00:16:29,000 For example, I was playing a game the other day where I was outside a house and I 253 00:16:29,000 --> 00:16:30,001 wanted to find something that was near it. 254 00:16:30,001 --> 00:16:31,001 So I said, walk around the house. 255 00:16:32,001 --> 00:16:34,000 It said, which way do you want to go? 256 00:16:34,001 --> 00:16:36,000 I said, I don't know. 257 00:16:36,001 --> 00:16:38,000 And it said, I didn't think so. 258 00:16:39,001 --> 00:16:42,000 Good enough, even though it wasn't particularly useful. 259 00:16:42,001 --> 00:16:43,000 You're right. 260 00:16:43,001 --> 00:16:43,001 You're right. 261 00:16:44,000 --> 00:16:49,000 Let's kind of move to a direction that I've seen with your products. 262 00:16:49,000 --> 00:16:52,001 You guys have products on the Apple computer, right? 263 00:16:53,000 --> 00:16:55,000 And IBM, can you play it on the IBM? 264 00:16:55,000 --> 00:16:56,001 And you also have it for Commodore. 265 00:16:58,000 --> 00:17:00,001 What other machines can you get your products for? 266 00:17:01,001 --> 00:17:03,001 And Atari and Macintosh. 267 00:17:03,001 --> 00:17:08,001 And in fact, our products run on more than 20 machines, virtually every major 268 00:17:08,001 --> 00:17:10,000 computer that has a disk drive. 269 00:17:11,000 --> 00:17:18,000 Let me ask you, how about the area of, I've noticed that the show, CS show, MSX 270 00:17:18,000 --> 00:17:21,001 has announced its entrance into the marketplace 271 00:17:21,001 --> 00:17:24,000 just to kind of get a sense of things. 272 00:17:24,000 --> 00:17:27,001 And you guys have some products on the MSX system. 273 00:17:29,000 --> 00:17:32,000 That's a Japanese-based system and you guys have software there. 274 00:17:32,000 --> 00:17:32,001 Why? 275 00:17:34,001 --> 00:17:37,000 It's our philosophy to support every kind of computer. 276 00:17:37,001 --> 00:17:40,001 So no matter what you happen to buy, you can always play our games. 277 00:17:42,001 --> 00:17:48,000 Do you feel that the MSX system will have a prominence here in the United States 278 00:17:48,000 --> 00:17:51,000 that would really have a lot of people being able to 279 00:17:51,000 --> 00:17:52,001 play your games on those kind of computers? 280 00:17:54,000 --> 00:17:56,001 Yes, I feel that the MSX computers is viable. 281 00:17:56,001 --> 00:18:03,000 There are not very many home computers still on the market with TI and Coleco 282 00:18:03,000 --> 00:18:04,001 and some of the others leaving the marketplace. 283 00:18:05,000 --> 00:18:08,000 So I think there is room for a quality product from the Japanese. 284 00:18:09,001 --> 00:18:12,001 Well, now, the Software Publishers Association, 285 00:18:13,000 --> 00:18:14,001 let's talk a little bit about that. 286 00:18:14,001 --> 00:18:17,001 What's that organization really all about? 287 00:18:19,001 --> 00:18:25,000 It's an association of the people who create and market the software. 288 00:18:25,001 --> 00:18:32,000 And like any other industry association, the object is to further the interests 289 00:18:32,000 --> 00:18:33,001 of the industry, to develop the industry. 290 00:18:35,000 --> 00:18:39,000 And there are all kinds of different things that we do in that area, such as 291 00:18:39,000 --> 00:18:41,000 educational. 292 00:18:42,001 --> 00:18:44,000 We work on legislation. 293 00:18:47,000 --> 00:18:53,000 Do you guys concern yourselves a lot with, I know for software, oftentimes, a big 294 00:18:53,000 --> 00:18:56,001 concern is piracy and people stealing software and things like that. 295 00:18:56,001 --> 00:18:59,001 Do you concern yourself with that kind of thing, and in terms of educating 296 00:18:59,001 --> 00:19:02,000 business as well as consumers? 297 00:19:04,000 --> 00:19:05,000 Yes, we do. 298 00:19:05,000 --> 00:19:09,001 One of the major problems facing the industry is software piracy, because if a 299 00:19:09,001 --> 00:19:15,001 publisher, if a developer cannot get a fair return on his investment, he can't 300 00:19:15,001 --> 00:19:17,000 afford to create more quality products. 301 00:19:19,000 --> 00:19:23,001 Part of that, part of the goal is to educate the public that piracy is wrong and 302 00:19:23,001 --> 00:19:27,001 that it does hurt them in the long run and not just the manufacturers. 303 00:19:28,001 --> 00:19:32,001 Hurt them in ways where the software will be more expensive, maybe they might not 304 00:19:32,001 --> 00:19:35,001 even get the same quality products because some of the companies 305 00:19:35,001 --> 00:19:37,001 might not be able to stay in business, right? 306 00:19:38,001 --> 00:19:39,000 Right. 307 00:19:39,001 --> 00:19:43,000 There are many companies that are going out of business because they're unable to 308 00:19:43,000 --> 00:19:49,000 sell enough product to fund themselves and to allow them to produce more and 309 00:19:49,000 --> 00:19:52,000 piracy makes it that much more likely that they won't make it. 310 00:19:52,001 --> 00:19:56,000 Well, we'll take a break and just kind of wrap things up with really where you 311 00:19:56,000 --> 00:20:00,000 see things going with the software market and the future of software and 312 00:20:00,000 --> 00:20:01,001 here, Japan, wherever. 313 00:20:02,000 --> 00:20:03,000 We'll be right back. 314 00:20:03,000 --> 00:20:05,000 This is Michael Walker at the Famous Computer Cafe. 315 00:20:37,000 --> 00:20:39,001 This is Michael Walker and we're back here. 316 00:20:39,001 --> 00:20:41,001 We're going to wrap things up with Joel Perez. 317 00:20:43,001 --> 00:20:49,001 The difference between arcade games and interactive fiction, what would you 318 00:20:49,001 --> 00:20:53,001 really say is the primary difference when we talk about game software? 319 00:20:57,000 --> 00:21:01,001 When you play an arcade game, you get immediate feedback. 320 00:21:02,000 --> 00:21:06,000 You get that hand-eye coordination and it's kind of a fun experience for a while, 321 00:21:06,001 --> 00:21:11,000 but you don't put much thinking into it and as a result, you 322 00:21:11,000 --> 00:21:12,001 tend to get bored with it rather quickly. 323 00:21:13,000 --> 00:21:18,000 Interactive fiction requires you to get much more involved in the story. 324 00:21:18,001 --> 00:21:21,000 You've got to figure out what to do or the story never progresses. 325 00:21:21,001 --> 00:21:25,000 You put more time into it, but you find in the long run you get much more 326 00:21:25,000 --> 00:21:26,001 out of it, much richer experience. 327 00:21:28,001 --> 00:21:33,000 Where would you say that you're really seeing the future of all this going? 328 00:21:33,000 --> 00:21:39,000 I mean, are we going to start seeing interactive software with more 329 00:21:39,000 --> 00:21:41,001 visuals, less visuals? 330 00:21:41,001 --> 00:21:43,000 How do you feel about it? 331 00:21:44,001 --> 00:21:46,000 Funny, you should say that. 332 00:21:46,001 --> 00:21:52,000 We've found that although we have no pictures, no graphics at all in our stories, 333 00:21:52,001 --> 00:21:56,001 that actually enhances the experience because your imagination is better than the 334 00:21:56,001 --> 00:21:58,000 kinds of graphics you can get on a computer screen. 335 00:22:00,000 --> 00:22:06,000 Would you say that the health of the future of software is really 336 00:22:06,000 --> 00:22:10,000 growing now or where would you say things are these days? 337 00:22:12,000 --> 00:22:16,000 Yes, I would say the industry is getting healthier because while in recent years 338 00:22:16,000 --> 00:22:21,000 many people were buying computers just because their neighbors had them, more as 339 00:22:21,000 --> 00:22:26,001 a fad, now the industry in general is getting, the consumer 340 00:22:26,001 --> 00:22:28,000 in general is getting more sophisticated. 341 00:22:30,000 --> 00:22:34,000 Well, Jill, this has really been very fascinating and we want to thank you for 342 00:22:34,000 --> 00:22:36,001 being here at the famous Computer Cafe. 343 00:22:37,000 --> 00:22:38,001 We'll be back right after this, guys. 344 00:23:18,001 --> 00:23:22,000 Well, we want to thank our guests that have made this show so special today. 345 00:23:22,000 --> 00:23:24,001 Mr. Joel Burez, president of Infocom. 346 00:23:25,000 --> 00:23:26,001 Syndicated columnist Jack Anderson. 347 00:23:27,000 --> 00:23:28,001 Rick Burnett, our technical engineer. 348 00:23:29,000 --> 00:23:30,001 And Michael Welch, the composer of our theme music. 349 00:23:31,000 --> 00:23:34,001 And most of all, we want to thank you, the friends of the famous Computer Cafe 350 00:23:34,001 --> 00:23:37,000 because without you there's really no reason to do 351 00:23:37,000 --> 00:23:38,001 this but you've been so fantastic. 352 00:23:39,000 --> 00:23:41,000 We just want to say thanks once again. 353 00:23:41,000 --> 00:23:47,000 Remember we're here every day here on 93. 5 KFOX at 9am and again at 6pm. 354 00:23:47,000 --> 00:23:52,001 So, the executive producers, Michael Walker, Andrew Velka 355 00:23:52,001 --> 00:23:55,000 and Ellen Walker. 356 00:23:55,001 --> 00:23:59,001 We'd also like to remind you that all this week the special at the warehouse, the 357 00:23:59,001 --> 00:24:02,000 Blue Blade special is Memorex Discats. 358 00:24:02,001 --> 00:24:06,000 So when you go in, mention you heard about it here at the famous Computer Cafe. 359 00:24:06,001 --> 00:24:08,001 So drive safely and enjoy your PC.